Search found 13 matches
- Sat Jul 16, 2016 5:35 pm
- Forum: Rulesets and modpacks
- Topic: A better Elbonia
- Replies: 1
- Views: 4055
Re: A better Elbonia
If you have cities named after some characters from Dilbert, why not use more of them?
- Wed Jul 13, 2016 4:42 pm
- Forum: Wishlist
- Topic: Breaking Up effects.ruleset
- Replies: 9
- Views: 7654
Re: Breaking Up effects.ruleset
I'm also thinking that building negations in general shouldn't be used for placement. While wonders negating improvements is an obvious exception, I can't really think of a good reason to have buildings, governments, or technologies used to negate effects instead of just making completely separate ...
- Sun Jul 10, 2016 2:25 am
- Forum: Wishlist
- Topic: Breaking Up effects.ruleset
- Replies: 9
- Views: 7654
Re: Breaking Up effects.ruleset
If you can include, then yeah, this is pretty much taken care of.
- Sat Jul 09, 2016 4:51 pm
- Forum: Wishlist
- Topic: Ancient Democracy idea
- Replies: 1
- Views: 3025
Re: Ancient Democracy idea
I definitely think there is a role for a government like this in the game.
You did a good job keeping it from being broken, I think. I'd let the tax sliders go out to 80%.
You did a good job keeping it from being broken, I think. I'd let the tax sliders go out to 80%.
- Wed Jun 29, 2016 4:49 pm
- Forum: Rulesets and modpacks
- Topic: Rule debugging (city walls trade penalty)
- Replies: 3
- Views: 4205
Re: Rule debugging (city walls trade penalty)
So, I tried that. Oddly, it was successful in reducing trade from a non-adjacent whales tile, but a non-adjacent paper tile remained 1-2-2. A distant roads-grassland tile was reduced to 0 trade, a nearby roads-plains tile was left with 1 trade. I think this reduction is occurring before special reso...
- Tue Jun 28, 2016 11:22 am
- Forum: Rulesets and modpacks
- Topic: Rule debugging (city walls trade penalty)
- Replies: 3
- Views: 4205
Rule debugging (city walls trade penalty)
I wanted to reduce trade by 1 in each non-adjacent tile, if you have city walls* So I put this effect in the effects ruleset. [effect_city_walls_bad_traffic] type = "Output_Penalty_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Ci...
- Sat Jun 11, 2016 12:05 pm
- Forum: Wishlist
- Topic: City walls become obsolete!
- Replies: 14
- Views: 14287
Re: City walls become obsolete!
Maybe lesser of +2 and +100% defense? That way it's overwhelming in ancient combat but a nice perk in modern.
- Sat Jun 11, 2016 10:30 am
- Forum: Single player
- Topic: new and I have never won a game except spaceship
- Replies: 13
- Views: 17789
Re: new and I have never won a game except spaceship
Shields are the physical production - the stuff you're building, like units and buildings and wonders. You started with a very odd situation - extremely high technology level, science upkeep (I've never played a variant with science upkeep), and yet no cities to support the upkeep. No wonder things ...
- Fri Jun 10, 2016 4:46 pm
- Forum: Rulesets and modpacks
- Topic: List of rulesets?
- Replies: 3
- Views: 6449
List of rulesets?
Is there a list of notable rulesets besides those installed with the game? What are their goals, how extensive are they, etc.? I don't see a list, here or on the wiki. I have a rather low bar for notability, as long as it's interesting or well-done in some way - if you'd think 'Hmm, I'd like a rules...
- Mon Jun 06, 2016 6:20 pm
- Forum: Wishlist
- Topic: Limit movement on rails
- Replies: 7
- Views: 8710
Re: Limit movement on rails
That particular rule only really makes sense for rail or maglev. It'd be up to the ruleset maker to ensure balance, yes, but I don't see why it would be all THAT hard to do. If they allow 15 move fragments they're already committed to roads being utterly bananas. Then they can choose the Railway Mov...